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POKEMON RMN - SEEKING PIXEL ARTISTS

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Hello! How are you doing?

I am hoping to recruit a pixel artist or two to help me bring Pokemon RMN, a community-based Pokemon fan project, to life.

You can check out the project here! We already have a demo released, that plays up to the third gym!
https://rpgmaker.net/games/6734/

Engine: RPG Maker XP

Synopsis:
Far away from familiar lands in the Pokémon world, lying South of the Inday Region and West of the Moddin Region, there exists the isolated island of Ahremin. The Ahremin region is known for it's rich history, including tales of a monstrous beast who once threatened to devour the world; it contains bizarre landscapes, including the mysterious ruins of a lost civilization and the outright befuddling Ultimate Warp Zone. The most fascinating aspect of Ahremin, however, is its Pokémon species, all of which are found nowhere else in the world.

After recently moving into the region, a curious, ambitious teenager wishes to explore Ahremin to its fullest; discovering, befriending, and training its Pokémon with the hopes of becoming champion of the Ahremin Pokémon League. This teen is the child of the world-famous Pokemon Trainer Andreas, who runs the gym at Misao City. With a reputation to keep up with and a dream to fulfill, the teen accepts the Trainer's License and embarks on a journey that will test his/her endurance.

Will he/she make a mark on this strange new world? Does he/she have what it takes to become the Ahremin region’s champion? This teen is you, in case you haven't figured that out, so what will you decide?


Positions/Roles Needed: As of the moment, I'm mainly in need of pixel artists. In particular, I'm hoping that you'll be willing to help out with creating overworld sprites for the Pokemon (for those familiar with Pokemon, imagine the fallowing Pokemon feature from Heart Gold and Soul Silver). My hope is to be able to create a lively world for the player to explore throughout their journey, and I feel that actually having Pokemon seen not only in battle, but all throughout the world would go a long way in making the world feel alive.

The sprites would be the standard for the engine, being 32x32 sprites, with 4 directional walking. XP has 4 frames per direction, but I'd be perfectly fine with 3, as I could finish formatting them on my own. As of the moment, every Pokemon has at least a front in-battle sprite (with over half also having a back sprite) in which you can base its overworld sprite on. Of course, you could also ask for any additional information that you may find useful.

I understand that this would be a large task to ask of you. The project is certainly something that'll take a fair bit of time to complete, but I'm hoping it'll be worth it in the end to deliver the best project that we can to the community that made it possible in the first place. Pokemon RMN is a passion project crafted by the combined effort of the RMN community. It has technically been in the work since 2013, however, the original developer had to abandon the project due to personal reasons about a year ago. Earlier this year, I adopted the project as my own, determined to see the project through it's completion.


My Role(s)/Position(s): As far as my own personal roles, I take care of pretty much everything else as of the moment. Mapping, evening, collecting music, setting up stats and scripts, the whole nine yards. Art, however, isn't really my strong suit. I'm really hoping to find an individual willing to help me bring this project to life.

If you have any questions, please don't hesitate to ask!
I hope you take this advice seriously:

No one will complete such a task unless they're paid. I'm letting you know from personal experience, not pessimism. I've worked on probably 10 different games with many different people and every single person who just joined "for fun" left at various intervals. The most reliable stuck around for a while while most left a few days or a week in.

It's basic human psychology. You'll probably get some offers at first, that's common. Most will never turn out anything, some will complete a few sets then realize how much work you're asking and disappear. The mentality being: "I'm not getting paid so I don't owe that person anything." Whether or not that's reasonable is another story.

I used to think people could join up and finish a project out of fun alone and it does happen for little short projects. For anything longer, you're just wasting your time.
Funnily enough, you're not completely right about that, Toaster. The project is quite well-known on the site and was a community collaboration. There were already a few people who were helping out with graphics and sprites, and most of them have already been made. It's not unlikely that people here will want to help, especially since the demo of the game is very good and quite long (about 5-7+ hours).

Now, you would be right if this were some random project that was new, without a decent demo and great progress already on it, by a creator who was new and wasn't prepared to do work on the project. In this case, though, most of the graphical components are basically done.



That said, I don't know why you'd feel the need to add sprites to the map when the game is currently fine as it is, and more than lively enough. I did an LP of the game and enjoyed it immensely in it's current state, and it was more than lively as it is, without too much extra.

If, after it's completed, you want to go back and add stuff, that'd be understandable, but adding unnecessary stuff before that point will just bloat the time it takes to complete the game, which has already been in limbo for a while. It's a nice idea, but it's probably better to focus on finishing what plans already existed for the game before you took over (and were implemented) before adding new stuff.
I guess time will tell which one of us turns out to be right. This being said a community project is the equivalent of various people performing individual short tasks:

I used to think people could join up and finish a project out of fun alone and it does happen for little short projects.


I'd say a community project is more likely to succeed in that aspect. This being said, I'd be more than happy if it turns out I'm wrong. I certainly wish things were that way.
There's different kinds of community projects. Some where one person shoulders the weight of submissions (which is what this one started as), some where everyone does a part, some where pieces are done by specific people, etc.
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